In this paper, we analyze the numerics of common algorithms for training Generative Adversarial Networks (GANs). Using the formalism of smooth two-player games we analyze the associated gradient vector field of GAN training objectives. Our findings suggest that the convergence of current algorithms suffers due to two factors: i) presence of eigenvalues of the Jacobian of the gradient vector field with zero real-part, and ii) eigenvalues with big imaginary part. Using these findings, we design a new algorithm that overcomes some of these limitations and has better convergence properties. Experimentally, we demonstrate its superiority on training common GAN architectures and show convergence on GAN architectures that are known to be notoriously hard to train.

This review comprises a detailed survey of ongoing methodologies for soft actuators, highlighting approaches suitable for nanometer- to centimeter-scale robotic applications. Soft robots present a special design challenge in that their actuation and sensing mechanisms are often highly integrated with the robot body and overall functionality. When less than a centimeter, they belong to an even more special subcategory of robots or devices, in that they often lack on-board power, sensing, computation, and control. Soft, active materials are particularly well suited for this task, with a wide range of stimulants and a number of impressive examples, demonstrating large deformations, high motion complexities, and varied multifunctionality. Recent research includes both the development of new materials and composites, as well as novel implementations leveraging the unique properties of soft materials.

We study both experimentally and theoretically the dynamics of chemically self-propelled Janus colloids moving atop a two-dimensional crystalline surface. The surface is a hexagonally close-packed monolayer of colloidal particles of the same size as the mobile one. The dynamics of the self-propelled colloid reflects the competition between hindered diffusion due to the periodic surface and enhanced diffusion due to active motion. Which contribution dominates depends on the propulsion strength, which can be systematically tuned by changing the concentration of a chemical fuel. The mean-square displacements obtained from the experiment exhibit enhanced diffusion at long lag times. Our experimental data are consistent with a Langevin model for the effectively two-dimensional translational motion of an active Brownian particle in a periodic potential, combining the confining effects of gravity and the crystalline surface with the free rotational diffusion of the colloid. Approximate analytical predictions are made for the mean-square displacement describing the crossover from free Brownian motion at short times to active diffusion at long times. The results are in semi-quantitative agreement with numerical results of a refined Langevin model that treats translational and rotational degrees of freedom on the same footing.

Proceedings of the 56th IEEE Annual Conference on Decision and Control (CDC), pages: 5193-5200, IEEE, IEEE Conference on Decision and Control, December 2017 (conference)

Abstract

Finding optimal feedback controllers for nonlinear dynamic systems from data
is hard. Recently, Bayesian optimization (BO) has been proposed as a powerful
framework for direct controller tuning from experimental trials. For selecting
the next query point and finding the global optimum, BO relies on a
probabilistic description of the latent objective function, typically a
Gaussian process (GP). As is shown herein, GPs with a common kernel choice can,
however, lead to poor learning outcomes on standard quadratic control problems.
For a first-order system, we construct two kernels that specifically leverage
the structure of the well-known Linear Quadratic Regulator (LQR), yet retain
the flexibility of Bayesian nonparametric learning. Simulations of uncertain
linear and nonlinear systems demonstrate that the LQR kernels yield superior
learning performance.

International Journal of Intelligent Robotics and Applications, 1(4):442-450, December 2017 (article)

Abstract

A reliable, real time localization functionality is crutial for actively controlled capsule endoscopy robots, which are an emerging, minimally invasive diagnostic and therapeutic technology for the gastrointestinal (GI) tract. In this study, we extend the success of deep learning approaches from various research fields to the problem of sensor fusion for endoscopic capsule robots. We propose a multi-sensor fusion based localization approach which combines endoscopic camera information and magnetic sensor based localization information. The results performed on real pig stomach dataset show that our method achieves sub-millimeter precision for both translational and rotational movements.

Recent approaches in robotics follow the insight that perception is facilitated by interactivity with the environment. These approaches are subsumed under the term of Interactive Perception (IP). We argue that IP provides the following benefits: (i) any type of forceful interaction with the environment creates a new type of informative sensory signal that would otherwise not be present and (ii) any prior knowledge about the nature of the interaction supports the interpretation of the signal. This is facilitated by knowledge of the regularity in the combined space of sensory information and action parameters. The goal of this survey is to postulate this as a principle and collect evidence in support by analyzing and categorizing existing work in this area. We also provide an overview of the most important applications of Interactive Perception. We close this survey by discussing the remaining open questions. Thereby, we hope to define a field and inspire future work.

Programming local chemical properties of microscale soft materials with 3D complex shapes is indispensable for creating sophisticated functionalities, which has not yet been possible with existing methods. Precise spatiotemporal control of two-photon crosslinking is employed as an enabling tool for 3D patterning of microprinted structures for encoding versatile chemical moieties.

In Proceedings of the International Symposium on Robotics Research (ISRR), Puerto Varas, Chile, December 2017 (inproceedings)In press

Abstract

Hand-clapping games and other forms of rhythmic social-physical interaction might help foster human-robot teamwork, but the design of such interactions has scarcely been explored. We leveraged our prior work to enable the Rethink Robotics Baxter Research Robot to competently play one-handed tempo-matching hand-clapping games with a human user. To understand how such a robot’s capabilities and behaviors affect user perception, we created four versions of this interaction: the hand clapping could be initiated by either the robot or the human, and the non-initiating partner could be either cooperative, yielding synchronous motion, or mischievously uncooperative. Twenty adults tested two clapping tempos in each of these four interaction modes in a random order, rating every trial on standardized scales. The study results showed that having the robot initiate the interaction gave it a more dominant perceived personality. Despite previous results on the intrigue of misbehaving robots, we found that moving synchronously with the robot almost always made the interaction more enjoyable, less mentally taxing, less physically demanding, and lower effort for users than asynchronous interactions caused by robot or human mischief. Taken together, our results indicate that cooperative rhythmic social-physical interaction has the potential to strengthen human-robot partnerships.

Actuation is essential for artificial machines to interact with their surrounding environment and to accomplish the functions for which they are designed. Over the past few decades, there has been considerable progress in developing new actuation technologies. However, controlled motion still represents a considerable bottleneck for many applications and hampers the development of advanced robots, especially at small length scales. Nature has solved this problem using molecular motors that, through living cells, are assembled into multiscale ensembles with integrated control systems. These systems can scale force production from piconewtons up to kilonewtons. By leveraging the performance of living cells and tissues and directly interfacing them with artificial components, it should be possible to exploit the intricacy and metabolic efficiency of biological actuation within artificial machines. We provide a survey of important advances in this biohybrid actuation paradigm.

Endoscopy enables minimally invasive procedures in many medical fields, such as urology. However, current endoscopes are normally cable-driven, which limits their dexterity and makes them hard to miniaturize. Indeed current urological endoscopes have an outer diameter of about 3 mm and still only possess one bending degree of freedom. In this paper, we report a novel wireless actuation mechanism that increases the dexterity and that permits the miniaturization of a urological endoscope. The novel actuator consists of thin active surfaces that can be readily attached to any device and are wirelessly powered by ultrasound. The surfaces consist of two-dimensional arrays of micro-bubbles, which oscillate under ultrasound excitation and thereby generate an acoustic streaming force. Bubbles of different sizes are addressed by their unique resonance frequency, thus multiple degrees of freedom can readily be incorporated. Two active miniaturized devices (with a side length of around 1 mm) are demonstrated: a miniaturized mechanical arm that realizes two degrees of freedom, and a flexible endoscope prototype equipped with a camera at the tip. With the flexible endoscope, an active endoscopic examination is successfully performed in a rabbit bladder. This results show the potential medical applicability of surface actuators wirelessly powered by ultrasound penetrating through biological tissues.

We propose a novel long-term optimization criterion to improve the robustness of model-based reinforcement learning in real-world scenarios. Learning a dynamics model to derive a solution promises much greater data-efficiency and reusability compared to model-free alternatives. In practice, however, modelbased RL suffers from various imperfections such as noisy input and output data, delays and unmeasured (latent) states. To achieve higher resilience against such effects, we propose to optimize a generative long-term prediction model directly with respect to the likelihood of observed trajectories as opposed to the common approach of optimizing a dynamics model for one-step-ahead predictions. We evaluate the proposed method on several artificial and real-world benchmark problems and compare it to PILCO, a model-based RL framework, in experiments on a manipulation robot. The results show that the proposed method is competitive compared to state-of-the-art model learning methods. In contrast to these more involved models, our model can directly be employed for policy search and outperforms a baseline method in the robot experiment.

ACM Transactions on Graphics, 36(6):194:1-194:17, November 2017, Two first authors contributed equally (article)

Abstract

The field of 3D face modeling has a large gap between high-end and low-end methods. At the high end, the best facial animation is indistinguishable from real humans, but this comes at the cost of extensive manual labor. At the low end, face capture from consumer depth sensors relies on 3D face models that are not expressive enough to capture the variability in natural facial shape and expression. We seek a middle ground by learning a facial model from thousands of accurately aligned 3D scans. Our FLAME model (Faces Learned with an Articulated Model and Expressions) is designed to work with existing graphics software and be easy to fit to data. FLAME uses a linear shape space trained from 3800 scans of human heads. FLAME combines this linear shape space with an articulated jaw, neck, and eyeballs, pose-dependent corrective blendshapes, and additional global expression from 4D face sequences in the D3DFACS dataset along with additional 4D sequences.We accurately register a template mesh to the scan sequences and make the D3DFACS registrations available for research purposes. In total the model is trained from over 33, 000 scans. FLAME is low-dimensional but more expressive than the FaceWarehouse model and the Basel Face Model. We compare FLAME to these models by fitting them to static 3D scans and 4D sequences using the same optimization method. FLAME is significantly more accurate and is available for research purposes (http://flame.is.tue.mpg.de).

Understanding physical phenomena is a key component of human intelligence and enables physical interaction with previously unseen environments. In this paper, we study how an artificial agent can autonomously acquire this intuition through interaction with the environment. We created a synthetic block stacking environment with physics simulation in which the agent can learn a policy end-to-end through trial and error. Thereby, we bypass to explicitly model physical knowledge within the policy. We are specifically interested in tasks that require the agent to reach a given goal state that may be different for every new trial. To this end, we propose a deep reinforcement learning framework that learns policies which are parametrized by a goal. We validated the model on a toy example navigating in a grid world with different target positions and in a block stacking task with different target structures of the final tower. In contrast to prior work, our policies show better generalization across different goals.

This study uses novel biometric figure rating scales (FRS) spanning body mass index (BMI) 13.8 to 32.2 kg/m2 and BMI 18 to 42 kg/m2. The aims of the study were (i) to compare FRS body weight dissatisfaction and perceptual distortion of women with anorexia nervosa (AN) to a community sample; (ii) how FRS parameters are associated with questionnaire body dissatisfaction, eating disorder symptoms and appearance comparison habits; and (iii) whether the weight spectrum of the FRS matters. Women with AN (n = 24) and a community sample of women (n = 104) selected their current and ideal body on the FRS and completed additional questionnaires. Women with AN accurately picked the body that aligned best with their actual weight in both FRS. Controls underestimated their BMI in the FRS 14–32 and were accurate in the FRS 18–42. In both FRS, women with AN desired a body close to their actual BMI and controls desired a thinner body. Our observations suggest that body image disturbance in AN is unlikely to be characterized by a visual perceptual disturbance, but rather by an idealization of underweight in conjunction with high body dissatisfaction. The weight spectrum of FRS can influence the accuracy of BMI estimation.

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes at http://mano.is.tue.mpg.de.

We present the first image-based generative model of people in clothing in a full-body setting. We sidestep the commonly used complex graphics rendering pipeline and the need for high-quality 3D scans of dressed people. Instead, we learn generative models from a large image database. The main challenge is to cope with the high variance in human pose, shape and appearance. For this reason, pure image-based approaches have not been considered so far. We show that this challenge can be overcome by splitting the generating process in two parts. First, we learn to generate a semantic segmentation of the body and clothing. Second, we learn a conditional model on the resulting segments that creates realistic images. The full model is differentiable and can be conditioned on pose, shape or color. The result are samples of people in different clothing items and styles. The proposed model can generate entirely new people with realistic clothing. In several experiments we present encouraging results that suggest an entirely data-driven approach to people generation is possible.

In this work, we propose a technique to convert CNN
models for semantic segmentation of static images into
CNNs for video data. We describe a warping method that
can be used to augment existing architectures with very lit-
tle extra computational cost. This module is called Net-
Warp and we demonstrate its use for a range of network
architectures. The main design principle is to use optical
flow of adjacent frames for warping internal network repre-
sentations across time. A key insight of this work is that fast
optical flow methods can be combined with many different
CNN architectures for improved performance and end-to-
end training. Experiments validate that the proposed ap-
proach incurs only little extra computational cost, while im-
proving performance, when video streams are available. We
achieve new state-of-the-art results on the standard CamVid
and Cityscapes benchmark datasets and show reliable im-
provements over different baseline networks. Our code and
models are available at http://segmentation.is.
tue.mpg.de

Existing methods for 3D scene flow estimation often fail in the presence of large displacement or local ambiguities, e.g., at texture-less or reflective surfaces. However, these challenges are omnipresent in dynamic road scenes, which is the focus of this work. Our main contribution is to overcome these 3D motion estimation problems by exploiting recognition. In particular, we investigate the importance of recognition granularity, from coarse 2D bounding box estimates over 2D instance segmentations to fine-grained 3D object part predictions. We compute these cues using CNNs trained on a newly annotated dataset of stereo images and integrate them into a CRF-based model for robust 3D scene flow estimation - an approach we term Instance Scene Flow. We analyze the importance of each recognition cue in an ablation study and observe that the instance segmentation cue is by far strongest, in our setting. We demonstrate the effectiveness of our method on the challenging KITTI 2015 scene flow benchmark where we achieve state-of-the-art performance at the time of submission.

International Conference on 3D Vision (3DV) 2017, International Conference on 3D Vision (3DV), October 2017 (conference)

Abstract

In this paper, we consider convolutional neural networks operating on sparse inputs with an application to depth upsampling from sparse laser scan data. First, we show that traditional convolutional networks perform poorly when applied to sparse data even when the location of missing data is provided to the network. To overcome this problem, we propose a simple yet effective sparse convolution layer which explicitly considers the location of missing data during the convolution operation. We demonstrate the benefits of the proposed network architecture in synthetic and real experiments \wrt various baseline approaches. Compared to dense baselines, the proposed sparse convolution network generalizes well to novel datasets and is invariant to the level of sparsity in the data. For our evaluation, we derive a novel dataset from the KITTI benchmark, comprising 93k depth annotated RGB images. Our dataset allows for training and evaluating depth upsampling and depth prediction techniques in challenging real-world settings.

International Conference on 3D Vision (3DV) 2017, International Conference on 3D Vision (3DV), October 2017 (conference)

Abstract

In this paper, we present a learning based approach to depth fusion, i.e., dense 3D reconstruction from multiple depth images. The most common approach to depth fusion is based on averaging truncated signed distance functions, which was originally proposed by Curless and Levoy in 1996. While this method is simple and provides great results, it is not able to reconstruct (partially) occluded surfaces and requires a large number frames to filter out sensor noise and outliers. Motivated by the availability of large 3D model repositories and recent advances in deep learning, we present a novel 3D CNN architecture that learns to predict an implicit surface representation from the input depth maps. Our learning based method significantly outperforms the traditional volumetric fusion approach in terms of noise reduction and outlier suppression. By learning the structure of real world 3D objects and scenes, our approach is further able to reconstruct occluded regions and to fill in gaps in the reconstruction. We demonstrate that our learning based approach outperforms both vanilla TSDF fusion as well as TV-L1 fusion on the task of volumetric fusion. Further, we demonstrate state-of-the-art 3D shape completion results.

In this article we present a unified approach for multi-robot cooperative simultaneous localization and object tracking based on particle filters. Our approach is scalable with respect to the number of robots in the team. We introduce a method that reduces, from an exponential to a linear growth, the space and computation time requirements with respect to the number of robots in order to maintain a given level of accuracy in the full state estimation. Our method requires no increase in the number of particles with respect to the number of robots. However, in our method each particle represents a full state hypothesis, leading to the linear dependency on the number of robots of both space and time complexity. The derivation of the algorithm implementing our approach from a standard particle filter algorithm and its complexity analysis are presented. Through an extensive set of simulation experiments on a large number of randomized datasets, we demonstrate the correctness and efficacy of our approach. Through real robot experiments on a standardized open dataset of a team of four soccer playing robots tracking a ball, we evaluate our method's estimation accuracy with respect to the ground truth values. Through comparisons with other methods based on i) nonlinear least squares minimization and ii) joint extended Kalman filter, we further highlight our method's advantages. Finally, we also present a robustness test for our approach by evaluating it under scenarios of communication and vision failure in teammate robots.

Our goal is to understand the principles of Perception, Action and Learning in autonomous systems that successfully interact with complex environments and to use this understanding to design future systems